During the late play session, I played both the normal edition, plus expansion, of Fluxx, and Zombie Fluxx. Unfortunately, I only have a picture of Zombie Fluxx in play, so I grabbed Fluxx's image off of their LooneyLabs website. As I covered in the last post, the core mechanic of Fluxx is that you have a deck of cards, which have goals and card items that can accomplish that goal. Yet, Fluxx is a chaotic game, where the goal can change at any moment, and the rules as well. Actions can be played, as one time cards, which allow you to perform what ever action is said on that card. This is the basic mechanic of all Fluxx games.
In Zombie Fluxx, there are added goals, as well as "Creeper" cards, which are Zombie based cards. There is also an element where everyone can lose the game in this version, unlike the original Fluxx game, called the Un-goal, which depends on the amount of Zombies out in play. Zombie Fluxx, can actually be added on to the original game as an expansion, to create a larger version of Fluxx.
What does Fluxx teach? First and foremost, playing Fluxx teaches you how to best play Fluxx. The second thing Fluxx teaches you is how to reason. Before playing each card, you look at your hand and have to think what is the best card that I can play to my advantage. Unless you're going for a total chaos game, and decide to play something like: Draw 6, Play All, Zero Card Hand Limit. Of course, your opponent would also learn by playing how to counter your card choice. If we want to get on a more abstract level of thinking, we could say how Fluxx represents life, and how we all have goals which may or may not work for or against us, and how we try to manipulate our surroundings in to working towards those goals. If we go by that string of logic, then you'll also run in to evil people who would rather no one win.